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The UVW pass stores the corresponding texture coordinates of the surfaces in your render. You can use this data during compositing to replace textures on surfaces without having to render the whole scene again.

3ds Max contains a G-Buffer element that offers similar functionality but Spotmask UVW supports a few additional features that are missing from the G-Buffer:

This specifies how the texture coordinates are mapped to the 3 color channels of the output image.

The default corresponds to the most widely used configuration and most software that utilizes UVW maps also includes options to swap channels on demand, so you’ll rarely need to adjust these options at all.